![]() This is the punishing part when you start to change strategies. Later on, the level of the engineer hinders your progress to new levels ups of your machines because more and more machines get components you don’t even use, which means fewer components per daily cycle for the machines you use. But you can use these breaks to upgrade the personal guild tree. Every time you get a new machine that new one will get most of the materials until you could possibly upgrade the machine to the same level as your other machines. The reason for that is the way the distribution of materials works. It’s a bit counterintuitive but in most strategies, you want to have your engineer as low as possible. On one hand, the engineer level pushes all machines, but in the end, one machine level up equals one engineer level up, so even for a payer it should be more effective to level up not too many machines, rather pay to decrease the time where the main machines don’t get components. Strategies for payers: (disclaimer: not tested) I would assume that a strategy with 3 or 4 machines should be enough even for bigger payers, rather go for higher machines than for more machines. Even in PvP, it gets beaten by enough strategies since the individual machines are way lower than in other strategies. This strategy is very expensive and doesn’t result in too much campaign progress. Resources-wise it’s like the healer strategy but should lead to a little faster progress in the campaign and in PvP it’s the nemesis for a Solo-Tank strategy.ĥ machines: For newer players, there will be a lack of heroes and even later on you will miss a hero in one machine. The idea is to still have a dedicated tank but crash the enemies faster. Tank & Double DD: There are two variants, you take the first two DDs or you take the AoE-DD later on, but the AoE doesn’t help too often so probably standard DDs are fine. ![]() If you have any surplus of blueprints increase the damage of the tank for PvP. Blueprints get spent as follows: Tank HP/Armor, DD, and Healer damage. Earthshatter is even weaker here than in the Tank & DD strategy. Fortress as Tank is best suited for this strategy, as its high base armor blocks most of the incoming damage and any healing it gets is worth more. Machines without a full crew are much weaker.Ĭompared to the other strategies the healer barely increases the progress in PvE, but for PvP healers are very useful and this strategy beats non-healer strategies pretty well. ![]() Unless you already have a pool of 12 heroes, you shouldn’t be using the healer. By then you should have made good progress with the heroes. The healer is the fifth machine you will get. On f2p you can barely manage to keep up with the material income but you would completely abandon your guild tree. Only recommended for very active f2p players or players who are willing to spend some money. From there on you save to level 135, if you didn’t spread your ethereal shards too wide, you should hit 155 stars with that. If you left all other machines on level 1, you can reach level 130 before getting the 5th machine, which should be 145 stars and transmuting for opal chests as well as the opal chest in the weekly. ![]() It’s the fastest strategy to reach 155 stars as f2p (8.5 months is definitely possible). Blueprints have to be used for all attributes, with damage as the number one priority. The solo strategies leave the most room for the personal guild tree since you need the lowest amount of tokens for the same progress in the campaign. Points spent on other war machines are always a disadvantage later on because they push the engineering level too high. There always could be a discussion if you pick one of the first two machines or definitely focus on the first one. The basic idea is very simple, you just focus on your first machine and ignore the rest. Besides, I will talk about the possible tactics for players who spend money. With very high activity Tank & DD & Healer is possible as well, but that leaves the personal guild tree pretty blank. For free-to-play players there are mostly 3 valid strategies: Solo-DD, Tank & DD, Solo-Tank.
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